Wednesday, 16 July 2008

Final Standings For Campaign 2

1st Bretonians 2 Farmac Shanelun 8467
2nd Dwarves Zursa Mheryeltine 7249
3rd High Elves 1 Yanor Vidad 6732
4th Wood Elves Hemselt Shetwizattne 5464
5th Bretonians 1 Rame Choynli 5328
6th Orcs/Goblins B'tr Eter Gleridaxe 1628
7th Ogres Dnal Yeenau 0
8th Skaven Shadow Borsra 0
9th Lords of Chaos Varje Meronyac 0
10th High Elves 2 Ider Ulap 0

Thursday, 3 July 2008

Campaign Map After Week 5

Scores After Week 5

1st Bretonians 2 Farmac Shanelun 5910
2nd High Elves 1 Yanor Vidad 4932
3rd Wood Elves Hemselt Shetwizattne 3782
4th Dwarves Zursa Mheryeltine 3589
5th Bretonians 1 Rame Choynli 2966
6th Orcs/Goblins B'tr Eter Gleridaxe 1543
7th Lords of Chaos Varje Meronyac 1454
8th High Elves 2 Ider Ulap 751
9th Ogres Dnal Yeenau 353
10th Skaven Shadow Borsra 125

Wednesday, 25 June 2008

Campaign Map After Week 4

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Scores After Week 4

1st Bretonians 2 Farmac Shanelun 4758
2nd Wood Elves Hemselt Shetwizattne 4282
3rd Dwarves Zursa Mheryeltine 4089
4th High Elves 1 Yanor Vidad 4027
5th Bretonians 1 Rame Choynli 2500
6th Lords of Chaos Varje Meronyac 1165
7th Orcs/Goblins B'tr Eter Gleridaxe 1153
8th High Elves 2 Ider Ulap 1000
9th Ogres Dnal Yeenau 679
10th Skaven Shadow Borsra 415

Thursday, 12 June 2008

Campaign Map After Week 2

Scores After Week 2

Orcs/Goblins B'tr Eter Gleridaxe 1305
Ogres Dnal Yeenau 1803
Skaven Shadow Borsra 1320
High Elves 1 Yanor Vidad 3377
Lords of Chaos Varje Meronyac 1930
Bretonians 1 Rame Choynli 2525
Wood Elves Hemselt Shetwizattne 3017
Bretonians 2 Farmac Shanelun 2905
Dwarves Zursa Mheryeltine 2483
High Elves 2 Ider Ulap 2000

Thursday, 5 June 2008

Campaign 2 - Map After Week 1

Standings After Week 1

Orcs/Goblins B'tr Eter Gleridaxe 1935
Ogres Dnal Yeenau 2500
Skaven Shadow Borsra 1625
High Elves 1 Yanor Vidad 2845
Lords of Chaos Varje Meronyac 2350
Bretonians 1 Rame Choynli 2520
Wood Elves Hemselt Shetwizattne 3076
Bretonians 2 Farmac Shanelun 2907
Dwarves Zursa Mheryeltine 3149
High Elves 2 Ider Ulap 2500

Campaign 2 - Warhammer Fantasy - Background

The land of Norsca is an inhospitable one. Lying across the Sea of Claws from Bretonia, it is a land of high peaks and dark foreboding forests. Bretonia has long been trying to establish a foothold in this cold land – its mineral resources and timber supplies could make a valuable contribution to the poor Bretonian economy. This relies though on establishing a firm control of areas of land in Norsca.

One such area the Bretonians are trying to control is the Algrs valley. Five years ago, the Bretonians arrived here and a group of intrepid pioneers established the small town of Bustop on the coastline. These settlers relied on fishing to survive through their first years, but now they have established a logging town at the Northernmost end of the Algrs valley. It’s still early days, but making this operation work will prove difficult – there are Ogres and Orcs in the surrounding mountains who scent human blood. Signs of the accursed Skaven have also been seen.

The old races also live in these parts – some of the Human settlers report seeing figures moving at the edge of forests – are they elves? Explorers have also seen abandoned mines in the hills – perhaps there are dwarves here too. Will these two ancient peoples tolerate the incursion of Mankind into their lands? There have also been tall mysterious ships spotted on the horizon. Who do they belong to?

Finally, to complete the Bretonian’s current problems, last week a horse rode back into town with a dead scout on its back. Attached to the scout was a note with what amounts to a ransom demand from the local ruler of the next valley along – the infamous Chaos Lord Varje Meronyac.

Thursday, 22 May 2008

Orks Original Background

Atrey Slaai D’Nal of The Space Orks

Waaagh! Orks. Ha, ha, ha! Fighting your way up from the lowliest ranks, you have ambition to be a great Ork Warboss. You’ve already gathered a small following and so long as you stay strong, they’ll stay with you. But to attract the number of Orks you dream off, to embark on a mighty Waaagh, you need to do great things and leave a vast trail of destruction behind you. This planet seems full of other armies to destroy. Why are they all here? Who cares!

It seems the Chaos Space Marines think you are a friend. Great, it might be best to let them think that way for a while, but eventually they’ll pay for being stupid enough to trust you. No one should trust Atrey. Let the smashing begin.

Starting Point

You’ve landed. Who cares where? Let’s find someone to fight.

Special Victory Conditions

If more than three other players armies are completely destroyed at the end of six weeks, then you’ll gain an extra 500 points.

Let’s teach the stupid Chaos Space Marines a lesson. If you completely destroy them before the end of six weeks, you’ll gain an extra 250 points.

Eldar Original Background

Lord Michro Aelyan of The Eldar

Do these creatures not understand? Long before The Empire or The Tau, there was only one ruler of space and time, and that was The Eldar. How dare they tread on ancient lands of our ancestors?

The planet they call Ervinrud was known to your people as Castul B’Salun in the old days. Legend amongst your tribe says that a mighty weapon was left behind on this planet and you’ve come to get it. Where is it? Who knows, but an object as powerful as this will find us, if we survive long enough.

The Tau have the audacity to believe that they own this planet and you’d love to teach them a lesson while you’re here.

Starting Point

You’ve landed and secured an area to use as a base on your mission.

Special Victory Conditions

Control the Special Artifact of your ancestors at the end of six weeks and you’ll gain 500 additional points.

If either Tau army is completely destroyed, then you’ll gain 250 additional points.

Chaos Original Background

Commander Jarmac Veryeon of Chaos

If there’s one thing you hate in this Universe… No, wait. If there’s two… No, actually, there’s lot’s of things you hate in this Universe, but if you had to pick out two, it’s Space Marines and Imperial Guards. Even worse, your spies tell you that a hated Inquisitor is travelling with The Imperial Guards. The inquisitors make you sick, with their complete loyalty to The Cult of The Emperor.

So what are they both doing heading for this planet in the middle of nowhere? Looking for something you bet. Hmmm. Maybe there’s an opportunity to ambush them, while they’re not watching their backs. The Eye of Terror looks favourably on those who succeed.

When you landed, you found Orks. Lots of them. You sent your scouts to speak with them, and for the moment you have an uneasy truce. Both of you, after all seek chaos.

Starting Point

Near the Orks. Don’t trust them too much though, but it might give you some breathing space to get established.

Special Victory Conditions

If the Imperial Guards and their accursed Inquisitor have less than 500 points left at the end of six weeks, you’ll be awarded 500 points.

If the Space Marines have less than 500 points left at the end of six weeks, you’ll be awarded 250 points.

Tau 2 Original Background

Commander Vydor Daiyan of the Tau Empire

So Mr Perfect needs some help does he? All through military academy at the Fire Castle, you hated the ‘wonderful’ Shor Bradwass. He was always top of the class, while you struggled through. When you both graduated, he was sent off to the far reaches of the Tau Empire on an important mission, while you were given simple jobs nearer to home.

Now though, times have changed. It seems the great Shor needs your help. He’s got more problems than he can deal with. This is the chance you’ve been waiting for. Not only can you be the hero and clear up the mess on his planet, but if Shor were to have an ‘accident’ along the way… Well, there would be a new great commander to take his place wouldn’t there. That fool thinks you are on his side. It’s going to be a long hard job to defeat Shor and the enemies of the Tau Empire, but it’s your big chance.

Starting Point

You don’t want to be bumping into Shor too soon, so you’ve set up a base on the opposite side of the planet.

Special Victory Conditions

If the other Tau Battleforce has less than 500 points left at the end of six weeks, you’ll get an additional 500 points.

If at least three other players armies are completely destroyed by the end of six weeks, you’ll gain an extra 250 points.

Imperial Guard Original Background

Inquisitor Garlex Ebtetie of the Imperial Guard

Rising through the ranks of the Cult of The Emperor from a young age, you have given your life to the Worship of The Emperor. You’ve impressed religious leaders throughout and have finally fulfilled your dreams and been granted the rank of Inquisitor. An inquisitor’s job is to ensure that the Emperor is worshipped in the correct way throughout The Universe. Any deviation from correct worship must be punished in the most severe way, to ensure others don’t slip along the path towards heresy.

It is always disappointing to learn of a Space Marine Chapter that has slipped from the true path, but it never comes as a surprise. You have learnt that a chapter of Space Marines working in the Mordant Zone have been worshipping the Emperor’s Birthday on the wrong day of the week. Such a terrible crime must be punished severely, and so you have set out to wreak revenge. You have learned that part of the chapter has been dispatched to the distant planet of Ervinrud. Perhaps destroying them will teach a valuable lesson. You have commandeered an Imperial Guard battalion to do the job and set off in pursuit. But there are many other foes here and perhaps they could also do with a lesson in the true way.

Starting Point

You’ve fortified a position deep in the desert. Out here there is nothing to look at, which will help your men concentrate on their devotion to The Emperor when they aren’t on duty.

Special Victory Conditions

If at the end of the six weeks, the Space Marine Battle Force has less than 500 points left, you will be awarded 500 bonus points.

It is always good to build a shrine to The Emperor. If you can control any other player’s base for the last two weeks of the campaign, your men will be able to construct a shrine there and teach the infidels the true way. That’ll gain you 250 points.